#include "d3dclass.h"
#include <vector>

D3DClass::D3DClass(): 
	m_swapChain (0),
	m_device(0),
	m_deviceContext(0),
	m_renderTargetView (0),
	m_depthStencilBuffer (0),
	m_depthStencilState(0),
	m_depthStencilView(0),
	m_rasterStateSolid(0),
	m_rasterStateWireframe(0),
	m_rendertype(RENDERTYPE_SOLID)
{
}

bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{
	HRESULT result;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* adapterOutput;
	unsigned int numModes, i, numerator = 0, denominator = 0, stringLength;
	
	std::vector<unsigned int> num;
	std::vector<unsigned int> den;

	DXGI_MODE_DESC* displayModeList;
	DXGI_ADAPTER_DESC adapterDesc;
	int error;
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	D3D_FEATURE_LEVEL featureLevel;
	ID3D11Texture2D* backBufferPtr;
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	D3D11_RASTERIZER_DESC rasterDesc;
	float fieldOfView, screenAspect;
	D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;

	m_vsync_enabled = vsync;

	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if(FAILED(result))
	{
		return false;
	}

	result = factory->EnumAdapters(0, &adapter);
	if(FAILED(result))
	{
		return false;
	}

	result = adapter->EnumOutputs(0, &adapterOutput);
	if(FAILED(result))
	{
		return false;
	}

	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if(FAILED(result))
	{
		return false;
	}

	displayModeList = new DXGI_MODE_DESC[numModes];
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if(FAILED(result))
	{
		return false;
	}

	for(i=0; i<numModes; ++i)
	{
		if(displayModeList[i].Width == (unsigned int)screenWidth)
		{
			if(displayModeList[i].Height == (unsigned int)screenHeight)
			{
				numerator = displayModeList[i].RefreshRate.Numerator;
				num.push_back(numerator);
				denominator = displayModeList[i].RefreshRate.Denominator;
				den.push_back(denominator);
				break;
			}
		}
	}

	result = adapter->GetDesc(&adapterDesc);
	if(FAILED(result))
	{
		return false;
	}

	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
	error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
	if(error != 0)
	{
		return false;
	}

	delete [] displayModeList;
	displayModeList = 0;
	adapterOutput->Release();
	adapterOutput = 0;
	adapter->Release();
	adapter = 0;
	factory->Release();
	factory = 0;

    ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
    swapChainDesc.BufferCount = 2;

    swapChainDesc.BufferDesc.Width = screenWidth;
    swapChainDesc.BufferDesc.Height = screenHeight;
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

	if(m_vsync_enabled)
	{
	    swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
	}
	else
	{
	    swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	}

    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.OutputWindow = hwnd;
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.SampleDesc.Quality = 0;
	swapChainDesc.Windowed = !fullscreen;
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_SEQUENTIAL;
	swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;

	featureLevel = D3D_FEATURE_LEVEL_11_0;

	result = D3D11CreateDeviceAndSwapChain(NULL, 
		D3D_DRIVER_TYPE_HARDWARE, 
		NULL, 
#ifdef _DEBUGAPP
		D3D11_CREATE_DEVICE_DEBUG,
#else
		0, 
#endif
		&featureLevel, 
		1,
		D3D11_SDK_VERSION, 
		&swapChainDesc, 
		&m_swapChain, 
		&m_device, 
		NULL, 
		&m_deviceContext);

	if(FAILED(result))
	{
		return false;
	}

	result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
	if(FAILED(result))
	{
		return false;
	}

	result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
	if(FAILED(result))
	{
		return false;
	}

	backBufferPtr->Release();
	backBufferPtr = 0;

	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	depthBufferDesc.Width = screenWidth;
	depthBufferDesc.Height = screenHeight;
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDesc.SampleDesc.Count = 1;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;

	result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
	if(FAILED(result))
	{
		return false;
	}

	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

	depthStencilDesc.DepthEnable = true;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = 0xFF;
	depthStencilDesc.StencilWriteMask = 0xFF;
	//front
	depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	//back
	depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
	if(FAILED(result))
	{
		return false;
	}

	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

	depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	depthStencilViewDesc.Texture2D.MipSlice = 0;

	result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
	if(FAILED(result))
	{
		return false;
	}

	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);

	rasterDesc.AntialiasedLineEnable = false;
	rasterDesc.CullMode = D3D11_CULL_BACK;
	rasterDesc.DepthBias = 0;
	rasterDesc.DepthBiasClamp = 0.0f;
	rasterDesc.DepthClipEnable = true;
	rasterDesc.FillMode = D3D11_FILL_SOLID;
	rasterDesc.FrontCounterClockwise = false;
	rasterDesc.MultisampleEnable = false;
	rasterDesc.ScissorEnable = false;
	rasterDesc.SlopeScaledDepthBias = 0.0f;
	result = m_device->CreateRasterizerState( &rasterDesc, &m_rasterStateSolid );
	if(FAILED(result))
	{
		return false;
	}

	rasterDesc.AntialiasedLineEnable = false;
	rasterDesc.CullMode = D3D11_CULL_BACK;
	rasterDesc.DepthBias = 0;
	rasterDesc.DepthBiasClamp = 0.0f;
	rasterDesc.DepthClipEnable = true;
	rasterDesc.FrontCounterClockwise = false;
	rasterDesc.MultisampleEnable = false;
	rasterDesc.ScissorEnable = false;
	rasterDesc.SlopeScaledDepthBias = 0.0f;
	rasterDesc.FillMode = D3D11_FILL_WIREFRAME;
	result = m_device->CreateRasterizerState( &rasterDesc, &m_rasterStateWireframe );
	if(FAILED(result))
	{
		return false;
	}

	m_deviceContext->RSSetState(m_rasterStateSolid);

    m_viewport.Width = screenWidth;
    m_viewport.Height = screenHeight;
    m_viewport.MinDepth = 0.0f;
    m_viewport.MaxDepth = 1.0f;
    m_viewport.TopLeftX = 0.0f;
    m_viewport.TopLeftY = 0.0f;

    m_deviceContext->RSSetViewports(1, &m_viewport);

	fieldOfView = (float)D3DX_PI / 4.0f;
	screenAspect = (float)screenWidth / (float)screenHeight;

	D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
    D3DXMatrixIdentity(&m_worldMatrix);
	D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);

	ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));

	/**depthstencil for 2d render without zbuffer*/
	depthStencilDesc.DepthEnable = false;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = 0xFF;
	depthStencilDesc.StencilWriteMask = 0xFF;

	depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
	if(FAILED(result))
	{
		return false;
	}

    return true;
}

void D3DClass::Shutdown()
{
	if(m_swapChain)
	{
		m_swapChain->SetFullscreenState(false, NULL);
	}

	if(m_rasterStateSolid)
	{
		m_rasterStateSolid->Release();
		m_rasterStateSolid = 0;
	}

	if(m_rasterStateWireframe)
	{
		m_rasterStateWireframe->Release();
		m_rasterStateWireframe = 0;
	}

	if(m_depthStencilView)
	{
		m_depthStencilView->Release();
		m_depthStencilView = 0;
	}

	if(m_depthStencilState)
	{
		m_depthStencilState->Release();
		m_depthStencilState = 0;
	}

	if(m_depthStencilBuffer)
	{
		m_depthStencilBuffer->Release();
		m_depthStencilBuffer = 0;
	}

	if(m_renderTargetView)
	{
		m_renderTargetView->Release();
		m_renderTargetView = 0;
	}

	if(m_deviceContext)
	{
		m_deviceContext->Release();
		m_deviceContext = 0;
	}

	if(m_device)
	{
		m_device->Release();
		m_device = 0;
	}

	if(m_swapChain)
	{
		m_swapChain->Release();
		m_swapChain = 0;
	}

	return;
}

void D3DClass::BeginScene(float red, float green, float blue, float alpha)
{
	float color[4];

	color[0] = red;
	color[1] = green;
	color[2] = blue;
	color[3] = alpha;

	m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
	m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
}

void D3DClass::EndScene()
{
	if(m_vsync_enabled)
	{
		m_swapChain->Present(1, 0);
	}
	else
	{
		m_swapChain->Present(0, 0);
	}
}

ID3D11Device* D3DClass::GetDevice()
{
	return m_device;
}

ID3D11DeviceContext* D3DClass::GetDeviceContext()
{
	return m_deviceContext;
}

void D3DClass::GetProjectionMatrix(D3DXMATRIX& projectionMatrix)
{
	projectionMatrix = m_projectionMatrix;
}

void D3DClass::GetWorldMatrix(D3DXMATRIX& worldMatrix)
{
	worldMatrix = m_worldMatrix;
}

void D3DClass::GetOrthoMatrix(D3DXMATRIX& orthoMatrix)
{
	orthoMatrix = m_orthoMatrix;
}

void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
{
	strcpy_s(cardName, 128, m_videoCardDescription);
	memory = m_videoCardMemory;
}

void D3DClass::SetBackBufferRenderTarget()
{
	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
}

void D3DClass::ResetViewport()
{
    m_deviceContext->RSSetViewports(1, &m_viewport);
}

void D3DClass::TurnZBufferOn()
{
	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
}

void D3DClass::TurnZBufferOff()
{
	m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
}